using UnityEngine; using UnityEngine.Experimental.Rendering.HDPipeline; using UnityEngine.Rendering; public class BokehBind : MonoBehaviour { private Bloom bloom_; [SerializeField] Volume volume = null; private void Start() { volume.profile.TryGet(out bloom_); } public void OnEnergyChanged(float energy) { bloom_.intensity.value = energy / 500f; } }